Noobie or not at some point your project's will need more features so it's better to concentrate on the right one from the beginning. Also, you can always learn the others as you go.
If you want fast prototypes with less than 100 sprites, some basic shape primitives, filters with globalAlpha and sheer image/pixel manipulation, go for canvas.
If you have a lot of sprites and many layers choose WebGl. WebGl will offer better performance. 2 key points where WebGl will beat any other approach: shaders + sprite count
If you want a lot of easy to implement interactivity with less than ~30000 elements, you can also in principle venture into SVG. In principle you can also get very nice and interesting effects with combining SVGFilter, linearGradient and masks so you might want to give it a try.